refactor(技能系统): 移除未使用属性并优化目标选择逻辑

- 移除 Skill.ts 中未使用的 wfuny 属性赋值
- 将 SCastSystem 中的目标选择逻辑重构为统一方法
- 在施放技能前增加目标有效性检查,避免无效操作
- 移除 HeroAtkSystem 中未使用的导入和接口字段
- 调整 SkillSet 中技能 6008 的 ready 参数值
This commit is contained in:
walkpan
2026-03-16 19:33:24 +08:00
parent 5d24dbff29
commit a634b33f6b
4 changed files with 25 additions and 19 deletions

View File

@@ -2,13 +2,11 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
import { FacSet } from "../common/config/GameSet";
import { Attrs } from "../common/config/HeroAttrs";
import { FightSet } from "../common/config/GameSet";
import { SkillSet, DType } from "../common/config/SkillSet";
import { SkillSet } from "../common/config/SkillSet";
import { HeroAttrsComp } from "./HeroAttrsComp";
import { HeroViewComp } from "./HeroViewComp";
import { DamageQueueComp, DamageEvent } from "./DamageQueueComp";
import { smc } from "../common/SingletonModuleComp";
import { oops } from "db://oops-framework/core/Oops";
import { GameEvent } from "../common/config/GameEvent";
import { mLogger } from "../common/Logger";
@@ -17,12 +15,10 @@ import { mLogger } from "../common/Logger";
* 用于封装一次攻击计算的所有结果数据
* @property damage - 最终造成的伤害值(已考虑所有加成和减免)
* @property isCrit - 是否为暴击攻击
* @property isDodge - 是否被闪避闪避时damage为0
*/
interface FinalData {
damage: number;
isCrit: boolean;
isDodge: boolean;
}
/**
* 英雄攻击系统 - 伤害处理核心系统
@@ -106,7 +102,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
let reDate:FinalData={
damage:0,
isCrit:false,
isDodge:false,
}
if (!TAttrsComp || TAttrsComp.is_dead || TAttrsComp.is_reviving) return reDate;